浏览代码

Some cosmetic changes + set target to 2.0 for PBR Standard shader

/2018.1
Felipe Lira 7 年前
当前提交
a3c04996
共有 3 个文件被更改,包括 20 次插入21 次删除
  1. 33
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
  2. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  3. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader

33
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl


half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv);
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a *= _GlossMapScale;
#endif
specGloss = SAMPLE_METALLICSPECULAR(uv);
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a *= _GlossMapScale;
#endif
#if _SPECULAR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = _Metallic.rrr;
#endif
#if _SPECULAR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = _Metallic.rrr;
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a = _Glossiness;
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a = _Glossiness;
#endif
#endif
return specGloss;

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD6;
half3 viewDir : TEXCOORD4;
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
float4 shadowCoord : TEXCOORD8;
float4 shadowCoord : TEXCOORD7;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma target 3.0
#pragma target 2.0
// -------------------------------------
// Material Keywords

正在加载...
取消
保存